BGE PyAPI epydoc errors fixed

This commit is contained in:
Campbell Barton 2009-04-24 07:45:17 +00:00
parent b4abca0daa
commit a5f4d7cb53
6 changed files with 30 additions and 30 deletions

@ -174,8 +174,8 @@ def EventToCharacter(event, shift):
@type event: int @type event: int
@param event: key event from GameKeys or the keyboard sensor. @param event: key event from GameKeys or the keyboard sensor.
@type event: bool @type shift: bool
@param event: set to true if shift is held. @param shift: set to true if shift is held.
@rtype: string @rtype: string
""" """

@ -19,15 +19,15 @@ class KX_ConstraintActuator(SCA_IActuator):
@type direction: 3-tuple of float: [x,y,z] @type direction: 3-tuple of float: [x,y,z]
@ivar option: Binary combination of the following values: @ivar option: Binary combination of the following values:
Applicable to Distance constraint: Applicable to Distance constraint:
KX_ACT_CONSTRAINT_NORMAL ( 64) : Activate alignment to surface - KX_ACT_CONSTRAINT_NORMAL ( 64) : Activate alignment to surface
KX_ACT_CONSTRAINT_DISTANCE ( 512) : Activate distance control - KX_ACT_CONSTRAINT_DISTANCE ( 512) : Activate distance control
KX_ACT_CONSTRAINT_LOCAL (1024) : direction of the ray is along the local axis - KX_ACT_CONSTRAINT_LOCAL (1024) : direction of the ray is along the local axis
Applicable to Force field constraint: Applicable to Force field constraint:
KX_ACT_CONSTRAINT_DOROTFH (2048) : Force field act on rotation as well - KX_ACT_CONSTRAINT_DOROTFH (2048) : Force field act on rotation as well
Applicable to both: Applicable to both:
KX_ACT_CONSTRAINT_MATERIAL ( 128) : Detect material rather than property - KX_ACT_CONSTRAINT_MATERIAL ( 128) : Detect material rather than property
KX_ACT_CONSTRAINT_PERMANENT ( 256) : No deactivation if ray does not hit target - KX_ACT_CONSTRAINT_PERMANENT ( 256) : No deactivation if ray does not hit target
@type option: integer @type option: integer
@ivar time: activation time of the actuator. The actuator disables itself after this many frame. @ivar time: activation time of the actuator. The actuator disables itself after this many frame.

@ -110,7 +110,7 @@ class KX_GameObject: # (SCA_IObject)
""" """
Sets the game object's occlusion capability. Sets the game object's occlusion capability.
@type visible: boolean @type occlusion: boolean
@type recursive: boolean @type recursive: boolean
@param recursive: optional argument to set all childrens occlusion flag too. @param recursive: optional argument to set all childrens occlusion flag too.
""" """

@ -36,20 +36,20 @@ class KX_SoundActuator(SCA_IActuator):
@type orientation: 3x3 matrix [[float]] @type orientation: 3x3 matrix [[float]]
@ivar type: Sets the operation mode of the actuator. You can use one of the following constant: @ivar type: Sets the operation mode of the actuator. You can use one of the following constant:
KX_SOUNDACT_PLAYSTOP (1) - KX_SOUNDACT_PLAYSTOP (1)
KX_SOUNDACT_PLAYEND (2) - KX_SOUNDACT_PLAYEND (2)
KX_SOUNDACT_LOOPSTOP (3) - KX_SOUNDACT_LOOPSTOP (3)
KX_SOUNDACT_LOOPEND (4) - KX_SOUNDACT_LOOPEND (4)
KX_SOUNDACT_LOOPBIDIRECTIONAL (5) - KX_SOUNDACT_LOOPBIDIRECTIONAL (5)
KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP (6) - KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP (6)
@type type: integer @type type: integer
@group Play Methods: startSound, pauseSound, stopSound. @group Play Methods: startSound, pauseSound, stopSound
""" """
def setFilename(filename): def setFilename(filename):
""" """
DEPRECATED: Use the filename property instead. DEPRECATED: Use the filename property instead.
Sets the filename of the sound this actuator plays. Sets the filename of the sound this actuator plays.
@type filename: string @type filename: string
""" """

@ -9,17 +9,17 @@ class KX_StateActuator(SCA_IActuator):
Property: Property:
@ivar operation: type of bit operation to be applied on object state mask. @ivar operation: type of bit operation to be applied on object state mask.
You can use one of the following constant: You can use one of the following constant:
KX_STATE_OP_CPY (0) : Copy state mask - KX_STATE_OP_CPY (0) : Copy state mask
KX_STATE_OP_SET (1) : Add bits to state mask - KX_STATE_OP_SET (1) : Add bits to state mask
KX_STATE_OP_CLR (2) : Substract bits to state mask - KX_STATE_OP_CLR (2) : Substract bits to state mask
KX_STATE_OP_NEG (3) : Invert bits to state mask - KX_STATE_OP_NEG (3) : Invert bits to state mask
@type operation: integer @type operation: integer
@ivar mask: value that defines the bits that will be modified by the operation. @ivar mask: value that defines the bits that will be modified by the operation.
The bits that are 1 in the mask will be updated in the object state, The bits that are 1 in the mask will be updated in the object state,
the bits that are 0 are will be left unmodified expect for the Copy operation the bits that are 0 are will be left unmodified expect for the Copy operation
which copies the mask to the object state which copies the mask to the object state
@type mask: integer @type mask: integer
""" """
def setOperation(op): def setOperation(op):

@ -82,8 +82,8 @@ def getScreenRay(x, y, dist, property):
@type y: float @type y: float
@param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other @param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
@type dist: float @type dist: float
@param prop: property name that object must have; can be omitted => detect any object @param property: property name that object must have; can be omitted => detect any object
@type prop: string @type property: string
@rtype: L{KX_GameObject} @rtype: L{KX_GameObject}
@return: the first object hit or None if no object or object does not match prop @return: the first object hit or None if no object or object does not match prop
""" """